/Engine/Source/Editor/UnrealEd/Public/EditorWorldExtension.h
Spawns a transient actor that we can use in the current world of this extension (templated for convenience)
template<class T> T * SpawnTransientSceneActor ( const [FString](API\Runtime\Core\Containers\FString) & ActorName, const bool bWithSceneComponent, const EObjectFlags InObjectFlags, const bool bValidForPIE )